927 research outputs found

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird

    3D locomotion biomimetic robot fish with haptic feedback

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    This thesis developed a biomimetic robot fish and built a novel haptic robot fish system based on the kinematic modelling and three-dimentional computational fluid dynamic (CFD) hydrodynamic analysis. The most important contribution is the successful CFD simulation of the robot fish, supporting users in understanding the hydrodynamic properties around it

    An Augmented Interaction Strategy For Designing Human-Machine Interfaces For Hydraulic Excavators

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    Lack of adequate information feedback and work visibility, and fatigue due to repetition have been identified as the major usability gaps in the human-machine interface (HMI) design of modern hydraulic excavators that subject operators to undue mental and physical workload, resulting in poor performance. To address these gaps, this work proposed an innovative interaction strategy, termed “augmented interaction”, for enhancing the usability of the hydraulic excavator. Augmented interaction involves the embodiment of heads-up display and coordinated control schemes into an efficient, effective and safe HMI. Augmented interaction was demonstrated using a framework consisting of three phases: Design, Implementation/Visualization, and Evaluation (D.IV.E). Guided by this framework, two alternative HMI design concepts (Design A: featuring heads-up display and coordinated control; and Design B: featuring heads-up display and joystick controls) in addition to the existing HMI design (Design C: featuring monitor display and joystick controls) were prototyped. A mixed reality seating buck simulator, named the Hydraulic Excavator Augmented Reality Simulator (H.E.A.R.S), was used to implement the designs and simulate a work environment along with a rock excavation task scenario. A usability evaluation was conducted with twenty participants to characterize the impact of the new HMI types using quantitative (task completion time, TCT; and operating error, OER) and qualitative (subjective workload and user preference) metrics. The results indicated that participants had a shorter TCT with Design A. For OER, there was a lower error probability due to collisions (PER1) with Design A, and lower error probability due to misses (PER2)with Design B. The subjective measures showed a lower overall workload and a high preference for Design B. It was concluded that augmented interaction provides a viable solution for enhancing the usability of the HMI of a hydraulic excavator

    Virtual Reality Simulation of Liver Biopsy with a Respiratory Component

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    International audienceThe field of computer-based simulators has grown exponentially in the last few decades, especially in Medicine. Advantages of medical simulators include: (1) provision of a platform where trainees can practice procedures without risk of harm to patients; (2) anatomical fidelity; (3) the ability to train in an environment wherein physiological behaviour is observed, something that is not permitted where in-vitro phantoms are used; (4) flexibility regarding anatomical and pathological variation of test cases that is valuable in the acquisition of experience; (5) quantification of metrics relating to task performance that can be used to monitor trainee performance throughout the learning curve; and (6) cost effectiveness. In this chapter, we will focus on the current state of the art of medical simulators, the relevant parameters required to design a medical simulator, the basic framework of the simulator, methods to produce a computer-based model of patient respiration and finally a description of a simulator for ultrasound guided for liver biopsy. The model that is discussed presents a framework that accurately simulates respiratory motion, allowing for the fine tuning of relevant parameters in order to produce a patient-specific breathing pattern that can then be incorporated into a simulation with real-rime haptic interaction. Thus work was conducted as part CRaIVE collaboration [1], whose aim is to develop simulators specific to interventional radiology

    What you see is what you feel : on the simulation of touch in graphical user interfaces

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    This study introduces a novel method of simulating touch with merely visual means. Interactive animations are used to create an optical illusion that evokes haptic percepts like stickiness, stiffness and mass, within a standard graphical user interface. The technique, called optically simulated hapic feedback, exploits the domination of the visual over the haptic modality and the general human tendency to integrate between the various senses. The study began with an aspiration to increase the sensorial qualities of the graphical user interface. With the introduction of the graphical user interface – and in particular the desktop metaphor – computers have become accessible for almost anyone; all over the world, people from various cultures use the same icons, folders, buttons and trashcans. However, from a sensorial point of view this computing paradigm is still extremely limited. Touch can play a powerful role in communication. It can offer an immediacy and intimacy unparalleled by words or images. Although few doubt this intrinsic value of touch perception in everyday life, examples in modern technology where human-machine communication utilizes the tactile and kinesthetic senses as additional channels of information flow are scarce. Hence, it has often been suggested that improvements in the sensorial qualities of computers could lead to more natural interfaces. Various researchers have been creating scenarios and technologies that should enrich the sensorial qualities of our digital environment. Some have developed mechanical force feedback devices that enable people to experience haptics while interacting with a digital display. Others have suggested that the computer should ‘disappear’ into the environment and proposed tangible objects as a means to connect between the digital and the physical environment. While the scenarios of force feedback, tangible interactions and the disappearing computer are maturing, millions of people are still working with a desktop computer interface every day. In spite of its obvious drawbacks, the desktop computing model penetrated deeply into our society and cannot be expected to disappear overnight. Radically different computing paradigms will require the development of radically different hardware. This takes time and it is yet unsure when, if so, other computing paradigms will replace the current desktop computing setup. It is for that reason, that we pursued another approach towards physical computing. Inspired by renaissance painters, who already centuries ago invented illusionary techniques like perspective and trompe d’oeil to increase the presence of their paintings, we aim to improve the physicality of the graphical user interface, without resorting to special hardware. Optically simulated haptic feedback, described in this thesis, has a lot in common with mechanical force-feedback systems, except for the fact that in mechanical force-feedback systems the location of the cursor is manipulated as a result of the force sent to the haptic device (force-feedback mouse, trackball, etc), whereas in our system the cursor location is directly manipulated, resulting in an purely visual force feedback. By applying tiny displacements upon the cursor’s movement, tactile sensations like stickiness, touch, or mass can be simulated. In chapter 2 we suggest that the active cursor technique can be applied to create richer interactions without the need for special hardware. The cursor channel is transformed from an input only to an input/output channel. The active cursor displacements can be used to create various (dynamic) slopes as well as textures and material properties, which can provide the user with feedback while navigating the on-screen environment. In chapter 3 the perceptual illusion of touch, resulting from the domination of the visual over the haptic modality, is described in a larger context of prior research and experimentally tested. Using both the active cursor technique and a mechanical force feedback device, we generated bumps and hole structures. In a controlled experiment the perception of the slopes was measured, comparing between the optical and the mechanical simulation. Results show that people can recognize optically simulated bump and hole structures, and that active cursor displacements influence the haptic perception of bumps and holes. Depending on the simulated strength of the force, optically simulated haptic feedback can take precedence over mechanically simulated haptic feedback, but also the other way around. When optically simulated and mechanically simulated haptic feedback counteract each other, however, the weight attributed to each source of haptic information differs between users. It is concluded that active cursor displacements can be used to optically simulate the operation of mechanical force feedback devices. An obvious application of optically simulated haptic feedback in graphical user interfaces, is to assist the user in pointing at icons and objects on the screen. Given the pervasiveness of pointing in graphical interfaces, every small improvement in a target-acquisition task, represents a substantial improvement in usability. Can active cursor displacements be applied to help the user reach its goal? In chapter 4 we test the usability of optically simulated haptic feedback in a pointing task, again in comparison with the force feedback generated by a mechanical device. In a controlled Fitts’-law type experiment, subjects were asked to point and click at targets of different sizes and distances. Results learn that rendering hole type structures underneath the targets improves the effectiveness, efficiency and satisfaction of the target acquisition task. Optically simulated haptic feedback results in lower error rates, more satisfaction, and a higher index of performance, which can be attributed to the shorter movement times realized for the smaller targets. For larger targets, optically simulated haptic feedback resulted in comparable movement times as mechanically simulated haptic feedback. Since the current graphical interfaces are not designed with tactility in mind, the development of novel interaction styles should also be an important research path. Before optically simulated haptic feedback can be fully brought into play in more complex interaction styles, designers and researchers need to further experiment with the technique. In chapter 5 we describe a software prototyping toolkit, called PowerCursor, which enables designers to create interaction styles using optically simulated haptic feedback, without having to do elaborate programming. The software engine consists of a set of ready force field objects – holes, hills, ramps, rough and slick objects, walls, whirls, and more – that can be added to any Flash project, as well as force behaviours that can be added to custom made shapes and objects. These basic building blocks can be combined to create more complex and dynamic force objects. This setup should allow the users of the toolkit to creatively design their own interaction styles with optically simulated haptic feedback. The toolkit is implemented in Adobe Flash and can be downloaded at www.powercursor.com. Furthermore, in chapter 5 we present a preliminary framework of the expected applicability of optically simulated haptic feedback. Illustrated with examples that have been created with the beta-version of the PowerCursor toolkit so far, we discuss some of the ideas for novel interaction styles. Besides being useful in assisting the user while navigating, optically simulated haptic feedback might be applied to create so-called mixed initiative interfaces – one can for instance think of an installation wizard, which guides the cursor towards the recommended next step. Furthermore since optically simulated haptic feedback can be used to communicate material properties of textures or 3D objects, it can be applied to create aesthetically pleasing interactions – which with the migration of computers into other domains than the office environment are becoming more relevant. Finally we discuss the opportunities for applications outside the desktop computer model. We discuss how, in principle, optically simulated haptic feedback can play a role in any graphical interface where the input and output channels are decoupled. In chapter 6 we draw conclusions and discuss future directions. We conclude that optically simulated haptic feedback can increase the physicality and quality of our current graphical user interfaces, without resorting to specialistic hardware. Users are able to recognize haptic structures simulated by applying active cursor displacements upon the users mouse movements. Our technique of simulating haptic feedback optically opens up an additional communication channel with the user that can enhance the usability of the graphical interface. However, the active cursor technique is not to be expected to replace mechanical haptic feedback altogether, since it can be applied only in combination with a visual display and thus will not work for visually impaired people. Rather, we expect the ability to employ tactile interaction styles in a standard graphical user interface, could catalyze the development of novel physical interaction styles and on the long term might instigate the acceptance of haptic devices. With this research we hope to have contributed to a more sensorial and richer graphical user interface. Moreover we have aimed to increase our awareness and understanding of media technology and simulations in general. Therefore, our scientific research results are deliberately presented within a social-cultural context that reflects upon the dominance of the visual modality in our society and the ever-increasing role of media and simulations in people’s everyday lives

    Realistic tool-tissue interaction models for surgical simulation and planning

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    Surgical simulators present a safe and potentially effective method for surgical training, and can also be used in pre- and intra-operative surgical planning. Realistic modeling of medical interventions involving tool-tissue interactions has been considered to be a key requirement in the development of high-fidelity simulators and planners. The soft-tissue constitutive laws, organ geometry and boundary conditions imposed by the connective tissues surrounding the organ, and the shape of the surgical tool interacting with the organ are some of the factors that govern the accuracy of medical intervention planning.\ud \ud This thesis is divided into three parts. First, we compare the accuracy of linear and nonlinear constitutive laws for tissue. An important consequence of nonlinear models is the Poynting effect, in which shearing of tissue results in normal force; this effect is not seen in a linear elastic model. The magnitude of the normal force for myocardial tissue is shown to be larger than the human contact force discrimination threshold. Further, in order to investigate and quantify the role of the Poynting effect on material discrimination, we perform a multidimensional scaling study. Second, we consider the effects of organ geometry and boundary constraints in needle path planning. Using medical images and tissue mechanical properties, we develop a model of the prostate and surrounding organs. We show that, for needle procedures such as biopsy or brachytherapy, organ geometry and boundary constraints have more impact on target motion than tissue material parameters. Finally, we investigate the effects surgical tool shape on the accuracy of medical intervention planning. We consider the specific case of robotic needle steering, in which asymmetry of a bevel-tip needle results in the needle naturally bending when it is inserted into soft tissue. We present an analytical and finite element (FE) model for the loads developed at the bevel tip during needle-tissue interaction. The analytical model explains trends observed in the experiments. We incorporated physical parameters (rupture toughness and nonlinear material elasticity) into the FE model that included both contact and cohesive zone models to simulate tissue cleavage. The model shows that the tip forces are sensitive to the rupture toughness. In order to model the mechanics of deflection of the needle, we use an energy-based formulation that incorporates tissue-specific parameters such as rupture toughness, nonlinear material elasticity, and interaction stiffness, and needle geometric and material properties. Simulation results follow similar trends (deflection and radius of curvature) to those observed in macroscopic experimental studies of a robot-driven needle interacting with gels

    Haptics Rendering and Applications

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    There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future

    Multimodal Human-Machine Interface For Haptic-Controlled Excavators

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    The goal of this research is to develop a human-excavator interface for the hapticcontrolled excavator that makes use of the multiple human sensing modalities (visual, auditory haptic), and efficiently integrates these modalities to ensure intuitive, efficient interface that is easy to learn and use, and is responsive to operator commands. Two empirical studies were conducted to investigate conflict in the haptic-controlled excavator interface and identify the level of force feedback for best operator performance
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